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It was the summer of 2002, and we’d all seen the early screenshots from Doom 3.
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They just took pictures, connected the sticky dots across the images, and the software interpolated my entire form. It wasn’t even one of those whirring, revolving laser things. A full-body, high-resolution scan, geometry and texture, ready for cleanup and use in a game. There were plenty of glitches, but the result was nonetheless amazing. A few minutes later, there it was: a complete 3D model of me from head to toe, with photographic color textures already applied. After I was inside, a technician put little sticky, colored dots all over me and took digital photographs of my front, back, sides, hands, and head.
Three years ago, I flew to Montreal and knocked on the door of an office I’d never seen before. When EA wanted to make games more like the movies, this is not what they had in mind.
Just as in Hollywood, a small number of tent poles support all the projects that fail. Only a half-dozen or so games per year break into the world of multi-million unit shifters. Three years ago, persuading a publisher to sink $5 million into a non-franchise title was an uphill battle now that same game could cost five times as much, but units sold and retail prices haven’t risen accordingly.
But when publishers looked at the resulting development budgets of $15 or $20 million to pay all those additional programmers and artists, they flipped out. It meant more headroom for high polygon counts, detailed textures, and bigger levels. Given that, combat can be a satisfyingly explosive affair - though it's the fantastic psi-powers that remain the centrepiece.When Microsoft’s J Allard told developers the Xbox 360 would ship with half a gig of RAM, they whooped and cheered.
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Handily, the sights home in on enemies or objects, and hitting Y (inconveniently placed, it has to be said) allows for a full lock-on. And while the controls are competently implemented - while third-person, the game uses traditional first-person controls - aiming is fiddly as the reticle swings all over the shop. The big gripe we have with the game at the moment is that it features rather too much running through featureless grey corridors which, psionic pyrotechnics aside, makes for an unremittingly grim-looking game. And at this stage, that means Psi-Ops is shaping up to be very bloody good indeed. There's a real toybox approach to Psi-Ops that lets the player decide how the fun commences, which gives the game real depth. The other powers - Mind Control, Remote Viewing, Mind Drain and Aura View - all have their own functions and puzzle-solving capabilities but the real fun in the game comes in mixing and matching them. The scope for inventiveness in Psi-Ops is huge. But you can also pick guards up and shoot them while they're hanging in mid-air, stand on a crate and surf yourself around, or use a bit of pyrokinesis (whereby you can set things on fire) to ignite a hapless goon and use his mates for a bit of fiery human-bowling. Naturally, it's used to fling stuff around with the power of your grey matter, and thus can be used to stack boxes to make impromptu stairways, or pick up guards and bash them to death on a wall. And they're endlessly entertaining - not just because they're cool and fancily implemented, but because there are myriad ways to employ them and combine effects. As well as butcher lots of cannon-fodder enemies. The hook, as you no doubt know by now, is that you get to use an endlessly entertaining range of psionic powers to help you uncover main man Nick Scryer's mysterious past. Whatever the reason, this time, it doesn't matter while Second Sight, like TimeSplitters, is bound to be tremendous, Psi-Ops is looking equally as entertaining, continuing Midway's recent run of excellent games, last exemplified by The Suffering.
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How else to explain why two incredibly similar games - this and Free Radical's Second Sight - have popped up at the same time? Or perhaps there's some industrial espionage going on. Maybe ideas spring fully-formed into developer's heads when their time has come.
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Psi-Ops: The Mindgate Conspiracy is released for PS2 and Xbox in September